Ring Side Report-Elder Sign Fantasy Flight Games

Elder Sign by Fantasy Flight Games

 

Basics:  This is a simpler version of Arkham Horror by Fantasy Flight games. Each Player takes the roll of an investigator trying to stop an elder thing enter this world.

 

Mechanics: Players select a location in the museum and roll dice to get combinations listed on the card.  The mechanics are similar to Yahtzee while you look for combination in dice.  Each card lists what occurs when you succeed or fail.  The mechanics are simple yet fun.  Also, the game is cooperative, simple, and goes up to eight players.  All this combines to make a really great time!  5/5

 

Theme: Here is where the game really suffers.  When you play Arkham Horror, the theme really shines through, but in this game unless you make a serious effort, the theme of the Cthulhu mythos can get lost.  It’s fun, but don’t expect edge of your seat terror like you can get in Arkham Horror.  Also, since the events and rooms of the game are random and you use the full deck of each for each elder thing, there is no real difference in game play for each boss monster.  While each elder thing does have a small game effect, it’s not enough.  I have the same complaint for Arkham Horror.  2/5

 

Components:  Fantasy Flight games LOVES to make all kinds of components, and this game does not disappoint in that department.   And, like any other Fantasy Flight game, these components do not disappoint.  Great quality stuff game parts.  Great art.  Slightly smaller than I would like, but the game is in a small box so I understand why they are the size they are.  4.5/5

 

Highs: Playing a fun game with friends that can fit almost any amount of friends.  Make no mistake, despite my complaints, this game is quick setup, easy to teach, and seats one to eight players.

 

Lows and suggestions: No real Cthulhu feel with a kind of flat delivery.  The game plays quick, but it gives up story to make the speed faster.  The mobile app version of Elder Sign has a more set feel with only selected places/events and a more involved narrative.  In Mansions of Madness, the game is much more restricted as only some sets of cards are used for each story.  A similar implementation would have really helped with this game.  Now, I play this at least once every three weeks, but I would love to be more involved in a story.

Final Thoughts:  It’s a great game, fun, but a slightly flawed execution.  Great game, pick it up and play with your friends.  Quick and fun, but don’t expect to be completely swept away by the story. 11.5/15

Daily Punch 7-30-13

More Pathfinder Feats

 

Quick, Fast, and Ready

You are don’e long to get ready for anything!

Benefit: The time it takes to prepare spells or any other activity is cut in half.  You only have to rest half as much as normal.  In addition, any penalty you take for being distracted is cut in half.

 

Thoughts?

Daily Punch 7-29-13

Played in a Pathfinder Game Friday, let’s use that for inspiration

 

Light Sleeper

You sleep with one eye open and always have a ready for any special occasion…

Benefit: You gain a +5 bonus to perception checks while distracted by anything or while you are asleep.  In  addition, when you stand up, you may draw a weapon as a free action as part of the move action for standing up.

Daily Punch 7-26-13

One last pathfinder Gun Feat

 

Paint the Target (combat, teamwork)

Requires: Exotic Weapon Proficiency (Firearm)

Benefit: When you hit a target engaged in melee combat with an ally who has a teamwork feat, that ally may make a basic melee attack against the target as a free action.

 

Thoughts?

Daily Punch 7-25-13

I’ve been watching a lot of movies lately, let’s use that for another pathfinder feat..

 

Off their Feet!

Combat

Prerequisites: Exotic Weapon Proficiency(Firearm)

Benefit: When you hit a target with a firearm, for every 10 points of damage you do to the target you may push them 5 feet ignoring difficult terrain.  If they are pushed into an area that would deal them damage, they receive a DC15 reflex save to avoid entering that square.  This movement does not provoke attacks of opportunity.

 

Thoughts?

Daily Punch 7-23-13

Time for a DnD Next Spell

 

Stress

Enchantment Cantrip

You cause your target to worry and question every action they take making them miss shots they could have taken

Casting Time: 1 action

Range: 25 feet

Duration: Save ends

Effect:  Your target becomes stressed if it fails a wisdom save.  At the end of every turn,  it may make a wisdom save to end the effect.  While stressed, the target takes a -1 proficiency penalty to all d20 rolls.

Daily Punch 7-22-13

Hello All, I’m pretty proud of this one.  What do you guys think at my first shot at a prestige class?

Monk on the Healing Way

Class Details

Hit Die: d8.

Requirements

To qualify to become a Monk of the Healing Way, a character must fulfill all the following criteria:

  • Skills: Knowledge (religion) 5 ranks, acrobatics 5 ranks, Diplomacy 5 ranks
  • Spells: Able to cast 2nd level divine spells.
  • Deity: Must have a patron deity with the healing domain.

Class Skills

The divine scion’s class skills (and the key ability for each skill) are acrobatics (Dex), climb (Str), Diplomacy (Cha),Heal (Wis), Knowledge (religion) (Int), Perception (Wis),Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 3 + Int modifier.

Cleric and Monk Abilities-A Monk of the Healing Way counts as a monk and a cleric for maintaining monk powers and cleric abilities.  Each level of Monk of the Healing way counts as an extra level of cleric for spell casting and channel energy and a monk for flurry of blows, unarmed damage, combat modifier, AC bonus, and fast movement.

 

Vow of Non-Violence-a Monk of the Healing Way has taken a vow to avoid violence through out his life.  He may never cast a spell from the necromancy school, must only do subdual damage to any living enemy, may never take part in an ambush, cannot attack before being attacked, must give aid to any creature asking for succor, and must attempt to pursue a peaceful resolution of any situation.  If at any time he breaks this vow, he loses all his cleric and monk class features including spell casting.  To regain these abilities, he must have an atonement spell cast upon him.

 

The Empty Way to Peace-Monks of the Healing Way believe that weapons not only hurt the victim  but also the soul of those wielding them.  You gain the improved disarm feat.  In addition, you gain a +1 proficiency bonus to all disarm CMB attempts.  This increase every three levels of Monk of the Healing way.

The Price of Healing, lesser-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points times 1.5.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

The Price of Healing-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points is maximized.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

Voice of the People’s Hearts-A Monk of the Healing Way learns to communicate with any she can negotiate with to avoid any conflict.  A Monk of the Healing Way may talk to any creature with an intelligence of 3 or greater similar to the Telepathy(su) power.

The Price of Healing, Greater-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points is maximized and multiplied by 1.5.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

Flurry of Healing-As a full round action, a Monk of the Healing Way cast any spell with the healing descriptor.  She then casts the spell, but before resolving the effects, she may move as far as her movement speed.  This movement provokes attack of opportunity but the spell does not.  She losses the highest attack bonus granted by here flurry of blows class feature.  With the rest of the attacks from flurry of blows, she may make attacks as normal.

Level Hit Dice Fort Reflex Will Spell Casting Special
1 1d8 1 1 1 +1 of spell casting class Cleric and Monk Abilities           Vow of Non-Violence
2 2d8 2 2 2 +1 of spell casting class The Price of Healing, Lesser
3 3d8 2 2 2 +1 of spell casting class The Empty Way to Peace
4 3d8 3 3 3 +1 of spell casting class The Price of Healing
5 5d8 3 3 3 +1 of spell casting class Price of Healing
6 6d8 4 4 4 +1 of spell casting class The Empty Way to Peace
7 7d8 4 4 4 +1 of spell casting class Voice of the People’s Hearts
8 8d8 5 5 5 +1 of spell casting class The Price of Healing, Greater
9 9d8 5 5 5 +1 of spell casting class The Empty Way to Peace
10 10d8 6 6 6 +1 of spell casting class Flurry of Healing

Daily Punch 7-19-13

Played in a great game of DnD 4e last weekend, think there needs to be a power for the ranger

 

Quick Eye

2nd Level Utility Encounter

Free action

When you use a readied action to attack, you may also quarry the target of your redied action.  The target of the quarry and your attack need not be the closest enemy.

 

Thoughts?